Ok, sorry that I haven't been answering your replies for 3 days, but I did not notice the second page on this thread.. :/
The Mothership is going through route 1 to 8 and back to 1 again, but I don't know how to restart it, so I tried Terhonator's idea about the "Run trigger" thing.
This is what I came up with:
MothershipRoute8EventsUnit-InfestedMothership[13.89,181.40]EntersMothershipRoute8LocalVariablesConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Triggeringregion)==MothershipRoute8ThenUnit-OrderInfestedMothership[13.89,181.40]to(MovetargetingMothershipRoute1)(ReplaceExistingOrders)Trigger-RunMothershipRoute1(CheckConditions,Don't Wait until it finishes)Else
I also tried to put a "Wait 15 seconds gametime" action after the "Order I M to ( Move targeting Mothership Route 1), but with no luck.
So the only thing I need, is something to restart it.
Ok, that worked perfectly! :) But when the Mothership has gone through all the routes it stops at the first route, so how can I do it so it will repeat?
This is the first and the last route just to show you what I did. I need something which will restart the trigger "Mothership Route 1", when the Mothership enters Route 8.
.. Ok, so I have still no clue after messing around with this like forever. Because I do not know how to add an trigger with something that has not happened yet, because it will happen in the game, and therefor the units is not on the list over units on the map :/
I can't see what is wrong with this one, because when the unit enters "Route 1", it should move to "Route 2", and when it enters "Route 2", it should move to "Route 3", and so on. Instead it is going from "Route 1" to "Route 2" and back to "Route 1" and it stays there throughout the game. Weird..
Sorry if I'am asking too much. I feel like I do, and I do not like it, but everyone who is new at stuff gotta learn it from somewhere.. :)
And of course, all of you will be mentioned in my map when it is done ;)
The Mothership does still not move, the "Execution took too long" error is still there :/
If I remove the action "Repeat", then the Mothership will move to Route 7, but only that route..
Which "Flags" should I change, and where can I find the Weapon Damage Effect Amount?
And I can't find the Super Nova ability nor the Life event :P
Edit: I managed to find the "Super Nova", but it was actually called "Energy Nova".
Events:
Unit - Kerrigan (Char) [6.90, 164.28] uses TValerian03 - Artifact - TValerian03 - Artifact - Energy Nova at Generic1 - Any stage (Ignore shared abilities)
Wow, Psyched, that is just what I need! :) Thanks.
But now I have another problem. You see, I want Kerrigan and Zeratul to fight against each other in the middle of the map, and I have managed to do so. The only problem is this:
Zeratul does only 1 HP per second of Kerrigans health, and she has 100 000HP. I have even set Zeratuls damage to 50 000, but with no luck. EDIT: I think I know why! Because Zeratuls weapon does its damage to everything else, but it says that Kerrigan cannot be killed with Conventional weapons. So what is a "non conventional" weapon?
Also, is it possible to create it like in the last mission of the campaign, the All In mission, there is this "Super Nova" which burns everything around it. I want it so when Kerrigan dies, she activates a "Super Nova" which will kill Zeratul. Is that possible?
... I know I'am asking a lot, but.. I have only used this editor for.. 4 days? ... :)
EDIT 2:
The Mothership situation:
- General - Repeat (Actions) forever
Actions
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route1 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route2 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route3 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route4 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route5 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 6 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend)
It just says "Execution took to long". Aaand, yes, it is the correct unit I want to move.
I did not quite get what you meant there, because the Nyduses is spawning units, and those units won't spawn after the Nydus spawns, which again, the Nydus spawns when the Spire dies. How am I supposed to do this when all of the actions is after the game has started. I can't find the units anywhere because they aren't there yet.
Sorry if that was a messy post, but I'am confused as well :P
It is sad that you haven't gotten any sort of reply on this work, because it helped me with those "Save - Data table" stuff. :)
I have one question though. I want an objective to spawn when 3 Nydus Worms spawn. Ok, I have managed to do that.
But my problem is this: How can I remove the objective when the 3 Nydus Worms have been killed? I know how to do it if the unit already is on the map when the game starts, but since these Nyduses spawn in the game after a Spire has been killed, then I have no idea on how to do it.
I have two events in my list here, those are:
Unit - Spire [40.00, 131.00] dies and
Timer - Elapsed time is 240.0 Game Time Seconds
The Actions are as following:
Ping - Ping the minimap (blablabla)....
Unit - Create 3 Brood Lord (blablabla)...
Unit - Order all units (blablabla)...
Ok, so when I start the map, wait 240 game time seconds, the units spawns.. But why is this happening? I want it to be like this:
First the spire must die, then after 240 game time seconds the units will spawn. How can I make this happen?
0
Ok, sorry that I haven't been answering your replies for 3 days, but I did not notice the second page on this thread.. :/
The Mothership is going through route 1 to 8 and back to 1 again, but I don't know how to restart it, so I tried Terhonator's idea about the "Run trigger" thing.
This is what I came up with:
I also tried to put a "Wait 15 seconds gametime" action after the "Order I M to ( Move targeting Mothership Route 1), but with no luck. So the only thing I need, is something to restart it.
0
Ok, that worked perfectly! :) But when the Mothership has gone through all the routes it stops at the first route, so how can I do it so it will repeat?
This is the first and the last route just to show you what I did. I need something which will restart the trigger "Mothership Route 1", when the Mothership enters Route 8.
Do you have any ideas?
0
.. Ok, so I have still no clue after messing around with this like forever. Because I do not know how to add an trigger with something that has not happened yet, because it will happen in the game, and therefor the units is not on the list over units on the map :/
If you understand.. Heh :)
0
I can't see what is wrong with this one, because when the unit enters "Route 1", it should move to "Route 2", and when it enters "Route 2", it should move to "Route 3", and so on. Instead it is going from "Route 1" to "Route 2" and back to "Route 1" and it stays there throughout the game. Weird..
Sorry if I'am asking too much. I feel like I do, and I do not like it, but everyone who is new at stuff gotta learn it from somewhere.. :) And of course, all of you will be mentioned in my map when it is done ;)
0
@Pshyched: Go I removed it, but still:
The Mothership is moving from Route 1 to Route 2, then back to Route 1 and it stops..
... Edit: Can't get this to work, but this should be rather simple, so I have no idea what's going on..
0
@Pshyched: Go
Ok, I made it like this, but now the Mothership will only move from region 1 to 2 and start over again..
0
@Pshyched: Go
The Mothership does still not move, the "Execution took too long" error is still there :/ If I remove the action "Repeat", then the Mothership will move to Route 7, but only that route..
Which "Flags" should I change, and where can I find the Weapon Damage Effect Amount?
And I can't find the Super Nova ability nor the Life event :P
Edit: I managed to find the "Super Nova", but it was actually called "Energy Nova".
Events:
Unit - Kerrigan (Char) [6.90, 164.28] uses TValerian03 - Artifact - TValerian03 - Artifact - Energy Nova at Generic1 - Any stage (Ignore shared abilities)
How do I make her use it near Zeratul?
0
Wow, Psyched, that is just what I need! :) Thanks.
But now I have another problem. You see, I want Kerrigan and Zeratul to fight against each other in the middle of the map, and I have managed to do so. The only problem is this:
Zeratul does only 1 HP per second of Kerrigans health, and she has 100 000HP. I have even set Zeratuls damage to 50 000, but with no luck. EDIT: I think I know why! Because Zeratuls weapon does its damage to everything else, but it says that Kerrigan cannot be killed with Conventional weapons. So what is a "non conventional" weapon?
Also, is it possible to create it like in the last mission of the campaign, the All In mission, there is this "Super Nova" which burns everything around it. I want it so when Kerrigan dies, she activates a "Super Nova" which will kill Zeratul. Is that possible?
... I know I'am asking a lot, but.. I have only used this editor for.. 4 days? ... :)
EDIT 2:
The Mothership situation:
- General - Repeat (Actions) forever Actions
It just says "Execution took to long". Aaand, yes, it is the correct unit I want to move.
0
@HuggetSukker: Go
Like this:
Units in Unit Group 001 owned by player 5, with at most Any amount. (And in the unit group there is the Nydus Worm and Giantolisk)
Edit: Actually, it worked now, thanks :)
0
@grenegg: Go
I did not quite get what you meant there, because the Nyduses is spawning units, and those units won't spawn after the Nydus spawns, which again, the Nydus spawns when the Spire dies. How am I supposed to do this when all of the actions is after the game has started. I can't find the units anywhere because they aren't there yet.
Sorry if that was a messy post, but I'am confused as well :P
0
Nerfpl: I did not manage that to work, I did it like this:
Created a unit group with Nydus Worm and Giantolisk in
So it is now looking like this:
Unit - Nydus Worm (Canal) [64.50, 31.50] dies
Unit - Giantolisk [166.91, 168.52] dies
Local Variables
Conditions
And
Conditions
(All units in Unit Group are dead) == true
0
It is sad that you haven't gotten any sort of reply on this work, because it helped me with those "Save - Data table" stuff. :)
I have one question though. I want an objective to spawn when 3 Nydus Worms spawn. Ok, I have managed to do that. But my problem is this: How can I remove the objective when the 3 Nydus Worms have been killed? I know how to do it if the unit already is on the map when the game starts, but since these Nyduses spawn in the game after a Spire has been killed, then I have no idea on how to do it.
Help? :) Thanks.
0
Wow, thanks guys. It worked :)
But while we are still here, maybe you can solve another problem for me? (So I don't have to create a new thread) (a)
This problem happened yesterday: I want this Mothership to move to certain points at the map.
These are the triggers I have tried:
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend)
Unit - Order Infested Mothership [20.50, 174.00] to ( Attack targeting Mothership Route3) (Replace Existing Orders)
Unit - Order Infested Mothership [20.50, 174.00] to ( Move targeting Mothership Route3) (Replace Existing Orders)
The Mothership is invulnerable, but I don't see that as a reason for it to not move.
--------------------------Problem 2!!:
Huh.. I have two events here, and I want both of them to be done before the actions are happening:
Unit - Nydus Worm (Canal) [64.50, 31.50] dies Unit - Giantolisk [166.91, 168.52] dies
But as you previously said, "those events arent lined up". How do I line them up?
0
Hello,
I have two events in my list here, those are: Unit - Spire [40.00, 131.00] dies and Timer - Elapsed time is 240.0 Game Time Seconds
The Actions are as following:
Ping - Ping the minimap (blablabla).... Unit - Create 3 Brood Lord (blablabla)... Unit - Order all units (blablabla)...
Ok, so when I start the map, wait 240 game time seconds, the units spawns.. But why is this happening? I want it to be like this: First the spire must die, then after 240 game time seconds the units will spawn. How can I make this happen?
Thanks for helping :)
EDIT: Check Post 10 for another question :)